//
// Car Park (MP)
//

#include "stagesetup.h"

extern s32 intro[];
extern u32 props[];
extern struct path paths[];
extern struct ailist ailists[];

struct stagesetup setup = {
	NULL,
	NULL,
	NULL,
	intro,
	props,
	paths,
	ailists,
	NULL,
};

u32 props[] = {
	weapon(0x0100, 0x0000, PAD_MP5_0116, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0120, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0121, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP5_0117, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0122, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0123, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP5_0118, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0124, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0125, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP5_0119, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0126, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0127, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP5_011A, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0128, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0129, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP5_011B, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION05)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012A, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012B, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP5_011C, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION06)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012C, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012D, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP5_011D, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION07)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012E, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_012F, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP5_011E, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION08)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0130, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0131, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP5_011F, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION09)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0132, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP5_0133, OBJFLAG_FALL, 0, 0, 1000)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010A, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010B, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010C, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010D, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010E, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_010F, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0110, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0111, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0112, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0113, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0114, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	door(0x0100, MODEL_CH_SHUTTER1, PAD_MP5_0115, OBJFLAG_DEACTIVATED, 0, 0, 1000, 0x0000fd70, 0x0000e666, 0x00003333, 0x00014000, 0x00004000, DOORFLAG_0004, DOORTYPE_VERTICAL, 0x00000000, 0x000000f0, 0x00000000, 0x00000000, 0x00000a00)
	endprops
};

s32 intro[] = {
	outfit(OUTFIT_DEFAULT)
	spawn(PAD_MP5_001C)
	spawn(PAD_MP5_001D)
	spawn(PAD_MP5_001E)
	spawn(PAD_MP5_001F)
	spawn(PAD_MP5_0020)
	spawn(PAD_MP5_0021)
	spawn(PAD_MP5_0022)
	spawn(PAD_MP5_0023)
	spawn(PAD_MP5_0024)
	spawn(PAD_MP5_0025)
	spawn(PAD_MP5_0026)
	spawn(PAD_MP5_0027)
	case(0, PAD_MP5_0006)
	case_respawn(0, PAD_MP5_0000)
	case_respawn(0, PAD_MP5_0001)
	case_respawn(0, PAD_MP5_0002)
	case_respawn(0, PAD_MP5_0003)
	case_respawn(0, PAD_MP5_0004)
	case_respawn(0, PAD_MP5_0005)
	case(1, PAD_MP5_000D)
	case_respawn(1, PAD_MP5_0007)
	case_respawn(1, PAD_MP5_0008)
	case_respawn(1, PAD_MP5_0009)
	case_respawn(1, PAD_MP5_000A)
	case_respawn(1, PAD_MP5_000B)
	case_respawn(1, PAD_MP5_000C)
	case(2, PAD_MP5_0014)
	case_respawn(2, PAD_MP5_000E)
	case_respawn(2, PAD_MP5_000F)
	case_respawn(2, PAD_MP5_0010)
	case_respawn(2, PAD_MP5_0011)
	case_respawn(2, PAD_MP5_0012)
	case_respawn(2, PAD_MP5_0013)
	case(3, PAD_MP5_001B)
	case_respawn(3, PAD_MP5_0015)
	case_respawn(3, PAD_MP5_0016)
	case_respawn(3, PAD_MP5_0017)
	case_respawn(3, PAD_MP5_0018)
	case_respawn(3, PAD_MP5_0019)
	case_respawn(3, PAD_MP5_001A)
	hill(PAD_MP5_00C3)
	hill(PAD_MP5_0075)
	hill(PAD_MP5_00FA)
	hill(PAD_MP5_0089)
	hill(PAD_MP5_0048)
	endintro
};

struct path paths[] = {
	{ NULL, 0, 0 },
};

u8 func1001_1dc0[] = {
	set_wind_speed(8)
	set_ailist(CHR_SELF, GAILIST_IDLE)
	endlist
};

u8 func1000_1dcc[] = {
	mp_init_simulants
	rebuild_teams
	rebuild_squadrons
	set_ailist(CHR_SELF, GAILIST_IDLE)
	endlist
};

struct ailist ailists[] = {
	{ func1000_1dcc, 0x1000 },
	{ func1001_1dc0, 0x1001 },
	{ NULL, 0 },
};
